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Same change to voxel structure related methods in VoxelWorld.
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@ -206,15 +206,15 @@ int VoxelWorld::world_area_get_count() const {
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//Voxel Structures
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Ref<VoxelStructure> VoxelWorld::get_voxel_structure(const int index) const {
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Ref<VoxelStructure> VoxelWorld::voxel_structure_get(const int index) const {
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ERR_FAIL_INDEX_V(index, _voxel_structures.size(), Ref<VoxelStructure>());
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return _voxel_structures.get(index);
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}
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void VoxelWorld::add_voxel_structure(const Ref<VoxelStructure> &structure) {
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void VoxelWorld::voxel_structure_add(const Ref<VoxelStructure> &structure) {
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_voxel_structures.push_back(structure);
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}
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void VoxelWorld::remove_voxel_structure(const Ref<VoxelStructure> &structure) {
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void VoxelWorld::voxel_structure_remove(const Ref<VoxelStructure> &structure) {
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if (!structure.is_valid())
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return;
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@ -223,37 +223,37 @@ void VoxelWorld::remove_voxel_structure(const Ref<VoxelStructure> &structure) {
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if (index != -1)
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_voxel_structures.remove(index);
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}
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void VoxelWorld::remove_voxel_structure_index(const int index) {
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void VoxelWorld::voxel_structure_remove_index(const int index) {
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ERR_FAIL_INDEX(index, _voxel_structures.size());
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_voxel_structures.remove(index);
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}
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void VoxelWorld::clear_voxel_structures() {
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void VoxelWorld::voxel_structures_clear() {
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_voxel_structures.clear();
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}
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int VoxelWorld::get_voxel_structure_count() const {
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int VoxelWorld::voxel_structure_get_count() const {
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return _voxel_structures.size();
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}
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void VoxelWorld::add_voxel_structure_at_position(Ref<VoxelStructure> structure, const Vector3 &world_position) {
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void VoxelWorld::voxel_structure_add_at_position(Ref<VoxelStructure> structure, const Vector3 &world_position) {
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ERR_FAIL_COND(!structure.is_valid());
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structure->set_position_x(static_cast<int>(world_position.x / _voxel_scale));
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structure->set_position_y(static_cast<int>(world_position.y / _voxel_scale));
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structure->set_position_z(static_cast<int>(world_position.z / _voxel_scale));
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add_voxel_structure(structure);
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voxel_structure_add(structure);
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}
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Vector<Variant> VoxelWorld::get_voxel_structures() {
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Vector<Variant> VoxelWorld::voxel_structures_get() {
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VARIANT_ARRAY_GET(_voxel_structures);
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}
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void VoxelWorld::set_voxel_structures(const Vector<Variant> &structures) {
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clear_voxel_structures();
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void VoxelWorld::voxel_structures_set(const Vector<Variant> &structures) {
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voxel_structures_clear();
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for (int i = 0; i < structures.size(); ++i) {
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Ref<VoxelLight> structure = Ref<VoxelLight>(structures[i]);
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add_voxel_structure(structure);
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voxel_structure_add(structure);
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}
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}
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@ -1097,17 +1097,17 @@ void VoxelWorld::_bind_methods() {
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ClassDB::bind_method(D_METHOD("world_areas_clear"), &VoxelWorld::world_areas_clear);
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ClassDB::bind_method(D_METHOD("world_area_get_count"), &VoxelWorld::world_area_get_count);
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ClassDB::bind_method(D_METHOD("get_voxel_structure", "index"), &VoxelWorld::get_voxel_structure);
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ClassDB::bind_method(D_METHOD("add_voxel_structure", "structure"), &VoxelWorld::add_voxel_structure);
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ClassDB::bind_method(D_METHOD("remove_voxel_structure", "structure"), &VoxelWorld::remove_voxel_structure);
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ClassDB::bind_method(D_METHOD("remove_voxel_structure_index", "index"), &VoxelWorld::remove_voxel_structure_index);
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ClassDB::bind_method(D_METHOD("clear_voxel_structures"), &VoxelWorld::clear_voxel_structures);
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ClassDB::bind_method(D_METHOD("get_voxel_structure_count"), &VoxelWorld::get_voxel_structure_count);
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ClassDB::bind_method(D_METHOD("add_voxel_structure_at_position", "structure", "world_position"), &VoxelWorld::add_voxel_structure_at_position);
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ClassDB::bind_method(D_METHOD("voxel_structure_get", "index"), &VoxelWorld::voxel_structure_get);
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ClassDB::bind_method(D_METHOD("voxel_structure_add", "structure"), &VoxelWorld::voxel_structure_add);
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ClassDB::bind_method(D_METHOD("voxel_structure_remove", "structure"), &VoxelWorld::voxel_structure_remove);
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ClassDB::bind_method(D_METHOD("voxel_structure_remove_index", "index"), &VoxelWorld::voxel_structure_remove_index);
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ClassDB::bind_method(D_METHOD("voxel_structures_clear"), &VoxelWorld::voxel_structures_clear);
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ClassDB::bind_method(D_METHOD("voxel_structure_get_count"), &VoxelWorld::voxel_structure_get_count);
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ClassDB::bind_method(D_METHOD("add_at_position", "structure", "world_position"), &VoxelWorld::voxel_structure_add_at_position);
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ClassDB::bind_method(D_METHOD("get_voxel_structures"), &VoxelWorld::get_voxel_structures);
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ClassDB::bind_method(D_METHOD("set_voxel_structures"), &VoxelWorld::set_voxel_structures);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "voxel_structures", PROPERTY_HINT_NONE, "17/17:VoxelStructure", PROPERTY_USAGE_DEFAULT, "VoxelStructure"), "set_voxel_structures", "get_voxel_structures");
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ClassDB::bind_method(D_METHOD("voxel_structures_get"), &VoxelWorld::voxel_structures_get);
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ClassDB::bind_method(D_METHOD("voxel_structures_set"), &VoxelWorld::voxel_structures_set);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "voxel_structures", PROPERTY_HINT_NONE, "17/17:VoxelStructure", PROPERTY_USAGE_DEFAULT, "VoxelStructure"), "voxel_structures_set", "voxel_structures_get");
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BIND_VMETHOD(MethodInfo("_chunk_added", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
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@ -114,16 +114,16 @@ public:
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int world_area_get_count() const;
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//Voxel Structures
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Ref<VoxelStructure> get_voxel_structure(const int index) const;
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void add_voxel_structure(const Ref<VoxelStructure> &structure);
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void remove_voxel_structure(const Ref<VoxelStructure> &structure);
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void remove_voxel_structure_index(const int index);
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void clear_voxel_structures();
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int get_voxel_structure_count() const;
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void add_voxel_structure_at_position(Ref<VoxelStructure> structure, const Vector3 &world_position);
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Ref<VoxelStructure> voxel_structure_get(const int index) const;
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void voxel_structure_add(const Ref<VoxelStructure> &structure);
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void voxel_structure_remove(const Ref<VoxelStructure> &structure);
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void voxel_structure_remove_index(const int index);
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void voxel_structures_clear();
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int voxel_structure_get_count() const;
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void voxel_structure_add_at_position(Ref<VoxelStructure> structure, const Vector3 &world_position);
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Vector<Variant> get_voxel_structures();
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void set_voxel_structures(const Vector<Variant> &structures);
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Vector<Variant> voxel_structures_get();
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void voxel_structures_set(const Vector<Variant> &structures);
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//Chunks
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void add_chunk(Ref<VoxelChunk> chunk, const int x, const int y, const int z);
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